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Showing content with the highest reputation on 2026-04-05 in Posts
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What think? First proposal on 4/5/2026 EDIT: Latest iteration. 4/6/2026 Technology Tooltip 1. A thematic, but readable header font, 2 points larger than the game's current header font. 2. Cost moved to the top. 3. Lines spaced out slightly for readability. 4. Effects text bolded for readability. 5. Bullet points for organizing the effects. 6. Tech portrait added @ 100x100 px.5 points
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Works for all buildings Will do for the PR. Sure, I've just added to ModernGUI so you can pull if you want. If you want to add it to CWA because it helps understand some of your buildings mechanics you can just copy past this file : https://gitlab.com/4trik/ModernGUI/-/blob/master/simulation/components/GuiInterface~auraInBuildingPlacement.js Conveniently holding in a single isolated mod file for you to do so, but of course, unrelated to your request3 points
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My channel: https://www.youtube.com/@strategynewbie You can find @AlexHerbert channel there too, just scroll down the page2 points
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It might be somewhat arbitrary, but I’ll share my suggestions with you: I like having bullet points at the beginning of each upgrade description and I’d try increasing the font size of the bonuses granted. I wouldn’t use bullet points for “Unlocks…” nor bold text—I don’t think that’s information that needs to be emphasized. And I'd try leaving an empty line between the bonuses and "Unlocks".... Is there any reason to separate Cavalry from Infantry?2 points
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Frankly, introducing textiles as an additional resource is good idea but you would need infrastructure to create that: at least specific fields that grow textile plants or corrals producing sheep, spinning mills and weaving mills. Adding new resource types remains a challenge as if would affect many apsects of game play. A while ago I started suggesting to add water as a resource as this could create particluar situations and game challenges in those desert oasis maps. see also and also a bit further down this discussion we go ntinot he subject of water as a resource and how it could look like in gameplay:1 point
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I don't know. But, you could check how is done in this mods: https://github.com/JustusAvramenko/delenda_est Or maybe @Emacz can help you with that =)1 point
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That's already the case but you might have it disabled, check option or it's also a hotkey still "Atl+C". Thanks to @guerringuerrin this hotkey will be unassigned next release as it tends to troll people. Also in the PR i made all range overlay are forced enabled for the placement previews.1 point
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Hey, I played it, and found it very interesting, nice work! It has a lot of potential. No more fire cav for iberians? I got something like that, but I'm only using the base game and Classical Warfare (Here as seleucids). That's true, and this mod just made them pretty hard to play with, which I liked pretty much. I also recorded it, you can watch it here. I almost got destroyed by Han, but my name says it all xD. Nice work here, anyways. Keep up the work!1 point
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Creo que é o mesmo vínculo; Estou aprovando a Semana Santa para atualizar e corrigir vários erros e coisas que caíram no final das primeiras Cívs. --- vers 0 a.d. 0.28 https://github.com/wltonlopes/Endovelico1 point
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Dacians, Nok: Interesting facts:Based on my internet research, horses in sub-Saharan (Except for the Sahel and Nile regions) Africa only became widespread several centuries after our time, the other African civilizations either possessed scouts, heroes, and merchants with oxen, or they would be like those of America, with runners. ----If anyone has different evidence, please send it to me along with references. , Lusitanos.1 point
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darn AI, I love it as much as I hate it lolIt was supposed to be a Portuguese creature; I got the reference from @Duileoga. And yes, it has the skin of a feline from the Iberian Peninsula.1 point
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